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Steam News30 November 20257mo ago

DEVBLOG: Creating Viscerality

Hey everyone! Time for a quick behind-the-scenes update on BLACKSUITE and what we’ve been working on lately.

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Hey everyone!

What changed

0 fixes0 additions3 changes0 removals
  • UI and audio
  • Gameplay
changedFeedback Is KeyIt’s almost impossible to give too much feedback. The more your senses get layered — sight, sound, motion — the more immersive the firefights become.
changedWhere We’re AtRight now, we’re really happy with most of our VFX — the smoke, sparks, and impacts all give the firefights the atmosphere we’ve been chasing. Guns feel powerful, and the environment reacts believably. We’re still fine-tuning the audio layer. We want every metallic click, every casing hit, and every blast of gunpowder to sync perfectly with what you see on screen.
changedWhere We’re AtWe’re also researching what would give BLACKSUITE the correct “shot to death” experience — whether that’s a variety of death animations or something more dynamic like active ragdolls. This is exciting stuff to work on, and we’re eager to see where it leads.

Time for a quick behind-the-scenes update on BLACKSUITE and what we’ve been working on lately.

Creating Viscerality

One of our main goals is to make shooting — and getting shot — feel visceral and cinematic, like something straight out of an action movie. Every bullet should hit with weight, every impact should register not just visually but physically. If you take a round to the chest, you should feel that shock through your character in a way that’s exaggerated just enough to capture that cinematic action-movie punch.

The trick is feedback. Not too little, not too much — but in BLACKSUITE, the “right” amount is always a little over the top, because that’s how action movies work.

Feedback Is Key

Every player action needs to feel alive. Shoot, and you should see gun parts move and shells eject while hearing them ping off the floor. Get shot, and you should hear a deep, meaty impact, see a sharp puff of blood, and flinch in just the right direction.

It’s almost impossible to give too much feedback. The more your senses get layered — sight, sound, motion — the more immersive the firefights become.

Where We’re At

Right now, we’re really happy with most of our VFX — the smoke, sparks, and impacts all give the firefights the atmosphere we’ve been chasing. Guns feel powerful, and the environment reacts believably. We’re still fine-tuning the audio layer. We want every metallic click, every casing hit, and every blast of gunpowder to sync perfectly with what you see on screen.

There are still a few VFX details we want to implement — things that are missing in most shooter games but, for us, are essential to selling that action-movie authenticity.

We’re also researching what would give BLACKSUITE the correct “shot to death” experience — whether that’s a variety of death animations or something more dynamic like active ragdolls. This is exciting stuff to work on, and we’re eager to see where it leads.

If you like what you’re seeing and want to help shape the future of BLACKSUITE, don’t forget to wishlist the game!

Stay sharp, — Team BLACKSUITE

Source

Steam News / 30 November 2025

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